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Returning 13 results for 'builds both diffusing creating reserved'.
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Backgrounds
Guildmasters’ Guide to Ravnica
protection and durability
2
Fin Clade, focused on movement
3
Gyre Clade, focused on cyclical patterns and metamagic
4
Guardian Project, focused on creating guard monsters and super
My research builds on my parents’ work and takes it in interesting new directions.
2
If a serious problem confounds me, I can count on my mentor to provide clarity of thought.
3
A
Backgrounds
Sword Coast Adventurer's Guide
2
Exile
5
Sightseer
3
Fugitive
6
Wanderer
Where Are You From?
The most important decision in creating a far traveler background is determining your homeland. The places
along my way. (Good)
2
Reserved. As someone new to these strange lands, I am cautious and respectful in my dealings. (Lawful)
3
Adventure. I’m far from home, and everything is strange
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Chapter 6: The Final Enemy This adventure builds on the events of two previous adventures, The Sinister Secret of Saltmarsh and Danger at Dunwater. The following section provides a summary of those
1983 adventure. As befits TSR UK’s talent for creating unique scenarios, The Final Enemy challenges players to plan and carry out reconnaissance on a dangerous sahuagin lair.
We’ve added an epic
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
. It also guides you through creating characters destined to be legends and adventures born of this mythic setting. Chapter 1 covers the heroes of Theros: the races, class options, and backgrounds
into the divine realm of Nyx and the dismal realms of the Underworld. Chapter 4 builds on the guidelines in the Dungeon Master’s Guide, highlighting adventures set in Theros. Maintaining a focus on the
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
. However, those who commit crimes within Curst risk a fate called Second Exile, in which the offender is bound and thrown into the gate, never to return. Second Exile is typically reserved for gruesome
Carceri, creating one or more of the following effects in and around the gate-town: Ball and Chain. Creatures in Curst feel as though they’re dragging a ball and chain behind themselves and have their
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
darkness, and the caves and grottoes where they live are kept dark most of the time. They don’t prefer to use illumination for any purpose that’s not related to creating or displaying art. Most of a
as popular notions paint them to be. They’re quiet and reserved when they’re by themselves, which is how they spend most of their time. But when they get together with others of their kind, they enjoy
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
, alchemist Avery Sonshal (neutral male human mage) maintains his family’s longstanding monopoly on smokepowder production in Baldur’s Gate. While smokepowder is reserved for the Council of Four and Gond’s High
creating soft lawns and thickets shot through with small recesses and tunnels where the old refuse had piled high. This revamped space he dedicated as a public park, arguing that the poor need to feel
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
insects become the dominant species in an area, consuming plants and animals, creating elaborate hives or tunnels, and infesting structures and the earth. The following effects represent a region
beneath one random creature, creating a quicksand pit (see the Dungeon Master’s Guide). 61–65 One random creature in the region must succeed on a DC 16 Constitution saving throw or contract the sight
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Gate. While smokepowder is reserved for the Council of Four and Gond’s High House of Wonders, the shop sells a variety of lesser alchemical items to the public, from torches with colored flames to
forest of green to grow up over the garbage, rusting away debris and creating soft lawns and thickets shot through with small recesses and tunnels where the old refuse had piled high. This revamped
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
reserved for servants, but a character who succeeds on a DC 18 Charisma (Deception or Persuasion) check convinces Anisetta to let them access it. P9: Balcony This balcony, which overlooks the ballroom, is
out a terrible howl as it disperses. Creating these stalkers takes energy the entity needs to free itself from the extradimensional rift, so it won’t create more than three of them. Escaping the Rift
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
the players as follows: The walls of this twenty-foot-high pillared chamber are adorned with frescoes of bathing royalty. Natural light streams through stained-glass windows, creating colorful
in the explosion, which could cause a roof collapse (see “Dungeon Features” in area D5). The explosion also burns away the gas, which builds up slowly and becomes dangerous again after 24 hours. D19
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
this room. Through this wall of bars, one can see the palace’s central tower suspended above a stormy void (area P13). The bars can be bent with a successful DC 20 Strength (Athletics) check, creating
an opening through which Small and Medium characters can squeeze. P40. Guest Wing This wing of the palace is reserved for Zybilna’s guests, including envoys from other archfey and petitioners from
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
treasure. With its innate toughness and tolerance for severe environmental effects, a dragon selects or builds a lair not for shelter but for defense, favoring multiple entrances and exits, and
abandoned mines and dwarven strongholds. Caves with volcanic or geothermal activity are the most highly prized red dragon lairs, creating hazards that hinder intruders and letting searing heat and






